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About Ekembe JambayaEkembe Jambaya
Str 14 (+2)
36 point buy:
Str 14 (5 pts)
Dex 15 (7 pts) (+1 @ Lvl 4) > Dex 16 Con 16 (10 pts) Int 16 (10 pts) (+2 racial) > Int 18 Wis 12 (2 pts) Cha 12 (2 pt) Combat Info
AC: 16 (14 T / 13 FF)
+1 Composite (+2) Darkwood Longbow: +8 (1d8+3/x3)
Prepared Cantrips (3): arcane mark, detect magic, message
Equipment
starting gear:
Bracers of Armor (+1) ... 1,000gp Amulet of Natural Armor (+1) ... 1,000gp Ring of Protection (+1) ... 2,000gp Cloak of Resistance (+1) ... 1,000gp Efficient Quiver ... 1,800gp +1 Composite (+2) Darkwood Longbow ... 2,630gp Arrows, blunt (100) ... 10gp Arrows, flight (100) ... 10gp Arrows, smoke (5) ... 50gp Arrows, standard cold-iron (100) ... 10gp Greatclub ... 5gp Daggers (5) ... 10gp Ranger Class Abilities
Witch Class Abilities
Spoiler:
This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. 2nd Hex: Ward Spoiler:
The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. Familiar: Fennec (fox) +2 Reflex saves picture Spells: Cantrips: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue 1st Level: bungle, burning hands, cure light wounds, diagnose disease, ear piercing scream, endure elements*, enlarge person, ill omen, mage armor, ray of enfeeblement
Traits, Feats, and Skills
Detailed Skills:
Skill Points/level: 6/10 = 2(witch) or 6(ranger) +4(int) class skill // Armor Check Penalty = -0 Acrobatics: +3 = +0(ranks) +3(dex) -0(acp)
Otrimi:
N Tiny magical beast Init +3; Senses low-light vision, scent; Armor Class: AC 16, touch 13, flat-footed 13 (+3 Dex, +1 natural, +2 size) HP: 19/19 (1/2 master's total rounded down) Saves: Fort +4, Ref +7(improved evasion), Will +5 Speed: 40 ft. (8sq) Melee: bite +5 (1d3-1) Stats: Str 9 (-1), Dex 17 (+3), Con 11 (+0), Int 6 (-2), Wis 12 (+1), Cha 6 (-2)
Background:
Marooned, Ekembe fought to survive for many months, all the while refusing to give in to the elements. He learned to track game, wield some of the weapons that he had recovered from the wreckage, how to find water, and how to make fire. As he saw it, the only other choice was to die, and so he learned. After many months like this, Ekembe tired of waiting for another vessel to save him (and began to think it'd just be another slaver ship and he didn't want to fall back into captivity), so he set out on foot to try and find his way back to civilization. Some time into his travels, he stumbled upon a small game trail and followed it back to a den. He found a litter of dead fennec pups, and no sign of the parents. Just as he was preparing to leave, he heard a small whimper from the litter. Turning back around, he found that one of the pups had survived. Impressed at the small creature's will to live, and captivated by the preternatural intelligence he saw in its eyes when he looked upon it, Ekembe took the fox pup with him, naming him Otrimi - a word from his tribal tongue which means "Little Survivor". Nearly half a year of wandering later, Ekembe and Otrimi finally found their way back to civilzation only to find themselves in a land entirely foreign to Ekembe. With no way of ever making it back to his tribe, Ekembe sold a few skins he'd gathered in the wilderness and wandered into the nearest tavern to spend some of his coin on a hot meal and to plan his next move. Personality/Mannerisms:
His travails have left him with a thick skin, and he is proud of all that he has survived. Insults tend to not phase him and he is very slow to anger, having claimed his helmet by goading the taskmaster into losing his temper and over extending himself. Ekembe's speech patterns are also slightly odd, as he does not use the pronoun "I" when speaking with anyone other than Otrimi. Apart from his fennec familiar, he uses the phrase "this one" as a personal pronoun. He also has a habit of attaching honorifics to peoples' names after coming to know them. One of the most rare honorifics he bestows is that of "Friend". Macros:
[spoiler=Status] HP: 46/46 AC: 16 (14 T / 13 FF) CMD: 18 F/R/W: +7/+9/+6 Warded: Sverinn Healing Hex used on today: Hero Points Used: 1/4 Prepared Cantrips (3): arcane mark, detect magic, message
[dice=+1 Comp(+2 Str) Dkwd Lngbw]1d20+8[/dice][dice=for]1d8+3[/dice]
Rewards and Loot:
Wishlist:
Rod of Extend, Lesser - 3,000 gp Belt of Giant Strength +2 - 4,000 gp > Belt of Physical Might (Strength, Dexterity) +2 - 10,000 gp Bracers of Archery, Lesser - 5,000 gp > Bracers of Archery, Greater - 25,000 gp Cloak of Resistance +2 - 4,000 gp > Cloak of Resistance +3 - 9,000 gp Amulet of Natural Armor +2 - 8,000 gp > Amulet of Natural Armor +2 combined w/ Periapt of Health - 19,250 gp +2 Composite (+3) Darkwood Longbow - 8,730 gp
Ring of Protection +2 - 8,000 gp
Headband of Vast Intelligence (Acrobatics) +2 - 4,000 gp
Boots of Levitation - 7,500 gp
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